rimlike/autoload/audio.gd
megaproxy bba1ce4334 Phase 17/18 closure: stockpile filter UI + day summary + atmospheric audio
Three-agent fan-out (gdscript-refactor x3) closing deferred polish:

- Stockpile chip filter UI: new StockpilePanel (layer 18, right-anchored,
  mirrors WorkbenchPanel). 5-priority segmented control + 21-chip 4-col
  filter grid using Item.ALL_TYPES; wildcard (empty accepted_types) shows
  all chips checked with 'All' hint, first explicit pick switches to
  explicit-list mode. Selection chain extended to pawn → workbench →
  stockpile with mutual exclusion. 12 ui.stockpile.* + 13 item.* keys.

- DaySummaryCard: layer-19 modal auto-opens at dusk→night via day_ended,
  auto-pauses sim, shows day+season header, weather row, stats grid with
  green/yellow/red tension bar, Continue dismiss + backdrop tap.
  Settings 'Show end-of-day summary' toggle persists via GameState.

- Atmospheric audio: rain ambient loop (Cozy Melodies Pack 6) on
  weather_changed rain/storm with 0.5s fade-out on clear; thunder sting
  (Magic and Spells 6) on rain→storm transition; raid warning sting
  (Sword Pack 1, 'blades drawn') on EventBus.wolf_spawned. All on SFX
  bus — inherits existing slider + suspend mute.

Contracts pre-written before fan-out: EventBus.stockpile_selected /
stockpile_deselected / wolf_spawned signals; WolfSpawner._trigger_raid
+ _on_request_wolf_spawn now emit wolf_spawned with the spawned array.

MCP runtime verified: StockpilePanel opens with 21 chips, DaySummaryCard
renders weather row + tension bar + auto-pause, rain_player.playing=true
on weather_changed(rain), all three new SFX keys in Audio.SFX_FILES.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 17:20:40 +01:00

328 lines
12 KiB
GDScript

extends Node
## AudioManager — Phase 18 + atmospheric audio (Phase 18 follow-up).
##
## Owns three AudioServer buses (Master, Music, SFX), a small catalog of music
## loops + one-shot SFX, and a single AudioStreamPlayer for the music director.
## SFX play through pooled short-lived AudioStreamPlayers.
##
## Music swaps on Clock.phase_changed (day/dusk/night/dawn). SFX fire on
## EventBus signals (combat, storyteller stings) and direct calls from Tree /
## Rock entities for chop / mine completion sounds.
##
## Atmospheric audio (Phase 18 follow-up):
## - Rain ambient loop: persistent AudioStreamPlayer on SFX bus, fades in/out
## on weather_changed. Routed to SFX bus (no new bus) so it respects the
## existing SFX slider and application-pause muting via Master bus mute.
## - Storm thunder sting: one-shot on WEATHER_RAIN → WEATHER_STORM transition.
## - Raid warning sting: one-shot on wolf_spawned.
##
## Volume sliders in SettingsMenu drive set_*_db() at the Master/Music/SFX bus
## level. App-pause mutes everything (NOTIFICATION_APPLICATION_PAUSED / focus
## loss) to match the existing "no background simulation" rule.
const BUS_MASTER: StringName = &"Master"
const BUS_MUSIC: StringName = &"Music"
const BUS_SFX: StringName = &"SFX"
# Slider range is 0.0..1.0 (linear); we map to dB on the bus.
const SILENT_DB: float = -80.0
# How long the chop/mine SFX cooldown is to avoid spam when many entities work
# simultaneously. Measured in milliseconds.
const SFX_THROTTLE_MS: int = 80
## Catalog: StringName → AudioStream. Loaded lazily on first access; once a
## key resolves we cache the stream so the second play is a Dictionary lookup.
const SFX_FILES: Dictionary = {
&"ui_click": "res://audio/sfx/ui_click.ogg",
&"ui_confirm": "res://audio/sfx/ui_confirm.ogg",
&"chop_tick": "res://audio/sfx/chop_tick.ogg",
&"tree_fell": "res://audio/sfx/tree_fell.ogg",
&"mine_tick": "res://audio/sfx/mine_tick.ogg",
&"combat_hit": "res://audio/sfx/combat_hit.ogg",
# Atmospheric — Phase 18 follow-up.
# rain_ambient: Cozy Melodies Pack 6 (ElvGames Ultimate Farming RPG Tier 3)
&"rain_ambient": "res://audio/sfx/rain_ambient.ogg",
# thunder_sting: Magic and Spells 6 (ElvGames Ultimate Farming RPG Tier 3)
&"thunder_sting": "res://audio/sfx/thunder_sting.ogg",
# raid_warning: Sword Sound Effects Pack 1 (ElvGames Ultimate Farming RPG Tier 3)
# Sword unsheathe sting used as danger signal; no dedicated alarm/horn in bundle.
&"raid_warning": "res://audio/sfx/raid_warning.ogg",
}
const MUSIC_FILES: Dictionary = {
&"day_loop": "res://audio/music/day_loop.ogg",
&"night_loop": "res://audio/music/night_loop.ogg",
}
# Loaded streams. Populated on demand.
var _sfx_streams: Dictionary = {}
var _music_streams: Dictionary = {}
# Single persistent music player. Stream is swapped on phase change.
var _music_player: AudioStreamPlayer = null
var _current_music_key: StringName = &""
# Per-SFX cooldowns to avoid spam. Last-played epoch ms keyed by SFX key.
var _sfx_last_played_ms: Dictionary = {}
# Cached slider values (linear 0..1). Applied to buses on _ready and on
# settings change. Public so SettingsMenu can rebind after creation.
var master_linear: float = 1.0
var music_linear: float = 1.0
var sfx_linear: float = 1.0
# Atmospheric — rain ambient loop player. Persistent; stream stays loaded.
# Routed to SFX bus so it inherits the SFX slider and app-pause muting.
var _rain_player: AudioStreamPlayer = null
# Tween used for the rain fade-out (clear/cold_snap). Cancelled on re-rain.
var _rain_tween: Tween = null
# Track previous weather to detect RAIN → STORM transition for thunder sting.
var _prev_weather: StringName = &""
# ── lifecycle ───────────────────────────────────────────────────────────────
func _ready() -> void:
_ensure_buses()
# Music director: track stays on a single persistent player; stream swaps.
_music_player = AudioStreamPlayer.new()
_music_player.bus = BUS_MUSIC
_music_player.name = "MusicPlayer"
add_child(_music_player)
# Rain ambient: persistent looping player on SFX bus. Starts silent; weather
# signal activates it. Routing to SFX bus means app-pause muting (Master bus)
# covers it automatically — no extra NOTIFICATION handling needed.
_rain_player = AudioStreamPlayer.new()
_rain_player.bus = BUS_SFX
_rain_player.name = "RainAmbientPlayer"
_rain_player.volume_db = 0.0
add_child(_rain_player)
# SFX → world event wiring. Keep this list short and obvious.
if EventBus.has_signal("pawn_took_damage"):
EventBus.pawn_took_damage.connect(_on_pawn_took_damage)
if EventBus.has_signal("storyteller_event_fired"):
EventBus.storyteller_event_fired.connect(_on_storyteller_event_fired)
if EventBus.has_signal("alert_added"):
EventBus.alert_added.connect(_on_alert_added)
if EventBus.has_signal("weather_changed"):
EventBus.weather_changed.connect(_on_weather_changed)
if EventBus.has_signal("wolf_spawned"):
EventBus.wolf_spawned.connect(_on_wolf_spawned)
# Music director: swap day/night loops as Clock.phase_changed fires.
if Clock.has_signal("phase_changed"):
Clock.phase_changed.connect(_on_clock_phase_changed)
# Kick off the right initial track based on current phase, with no fade.
var initial_phase: StringName = &"day"
if Clock.has_method("current_phase"):
initial_phase = Clock.current_phase()
_apply_phase_to_music(initial_phase)
# Sync rain loop to current weather in case we loaded mid-rain (e.g. after
# save/load). Weather autoload is ready before Audio in the autoload list;
# safe to query here.
if Weather.has_method("is_raining") and Weather.is_raining():
_prev_weather = Weather.current_weather
_start_rain_loop()
Audit.log("audio", "AudioManager ready (master/music/sfx buses online + atmospheric)")
## NOTIFICATION_APPLICATION_PAUSED fires when the app is suspended (mobile
## background, Steam Deck sleep). Mute Master so any in-flight SFX go silent;
## resume on focus.
func _notification(what: int) -> void:
match what:
NOTIFICATION_APPLICATION_PAUSED, NOTIFICATION_APPLICATION_FOCUS_OUT:
AudioServer.set_bus_mute(_bus_idx(BUS_MASTER), true)
NOTIFICATION_APPLICATION_RESUMED, NOTIFICATION_APPLICATION_FOCUS_IN:
AudioServer.set_bus_mute(_bus_idx(BUS_MASTER), false)
# ── public API ──────────────────────────────────────────────────────────────
## Play a one-shot SFX by catalog key. Quietly no-ops on unknown keys.
## Rate-limits by key so chop/mine tick spam doesn't clip the audio mixer.
func play_sfx(key: StringName) -> void:
if not SFX_FILES.has(key):
return
var now: int = Time.get_ticks_msec()
var last: int = int(_sfx_last_played_ms.get(key, -SFX_THROTTLE_MS))
if now - last < SFX_THROTTLE_MS:
return
_sfx_last_played_ms[key] = now
var stream: AudioStream = _load_sfx(key)
if stream == null:
return
var p := AudioStreamPlayer.new()
p.bus = BUS_SFX
p.stream = stream
add_child(p)
p.finished.connect(p.queue_free)
p.play()
## Switch the music track. `key` resolves through MUSIC_FILES. Same key as
## currently playing is a no-op so phase ticks don't restart the loop.
func play_music(key: StringName) -> void:
if key == _current_music_key:
return
if not MUSIC_FILES.has(key):
return
var stream: AudioStream = _load_music(key)
if stream == null:
return
_current_music_key = key
_music_player.stream = stream
_music_player.play()
## Slider → bus volume helpers. Linear 0..1; 0 mutes the bus.
func set_master_linear(linear: float) -> void:
master_linear = clampf(linear, 0.0, 1.0)
_apply_bus_db(BUS_MASTER, master_linear)
func set_music_linear(linear: float) -> void:
music_linear = clampf(linear, 0.0, 1.0)
_apply_bus_db(BUS_MUSIC, music_linear)
func set_sfx_linear(linear: float) -> void:
sfx_linear = clampf(linear, 0.0, 1.0)
_apply_bus_db(BUS_SFX, sfx_linear)
# ── internal ────────────────────────────────────────────────────────────────
func _ensure_buses() -> void:
# Godot ships with a single "Master" bus. We add Music + SFX as children
# routed to Master, so the master slider scales everything together.
_add_bus_if_missing(BUS_MUSIC, BUS_MASTER)
_add_bus_if_missing(BUS_SFX, BUS_MASTER)
func _add_bus_if_missing(bus_name: StringName, send_to: StringName) -> void:
if AudioServer.get_bus_index(bus_name) != -1:
return
var idx: int = AudioServer.bus_count
AudioServer.add_bus(idx)
AudioServer.set_bus_name(idx, bus_name)
AudioServer.set_bus_send(idx, send_to)
func _bus_idx(bus_name: StringName) -> int:
return AudioServer.get_bus_index(bus_name)
func _apply_bus_db(bus_name: StringName, linear: float) -> void:
var idx: int = _bus_idx(bus_name)
if idx < 0:
return
var db: float = linear_to_db(linear) if linear > 0.0 else SILENT_DB
AudioServer.set_bus_volume_db(idx, db)
func _load_sfx(key: StringName) -> AudioStream:
if _sfx_streams.has(key):
return _sfx_streams[key]
var path: String = String(SFX_FILES[key])
var stream: AudioStream = load(path)
if stream != null:
_sfx_streams[key] = stream
return stream
func _load_music(key: StringName) -> AudioStream:
if _music_streams.has(key):
return _music_streams[key]
var path: String = String(MUSIC_FILES[key])
var stream: AudioStream = load(path)
if stream != null:
# Loopable variants of the source tracks are pre-cut; tell the import
# layer to loop in case the .import wasn't flagged.
if stream is AudioStreamOggVorbis:
stream.loop = true
_music_streams[key] = stream
return stream
func _apply_phase_to_music(phase: StringName) -> void:
# Day / dawn / dusk all share the day loop; only night gets the night loop.
# Phase 20 may split dusk into a distinct track once we have one.
var key: StringName = &"night_loop" if phase == &"night" else &"day_loop"
play_music(key)
# ── signal handlers ─────────────────────────────────────────────────────────
func _on_pawn_took_damage(_pawn, _amount: float) -> void:
play_sfx(&"combat_hit")
func _on_storyteller_event_fired(_event) -> void:
play_sfx(&"ui_confirm")
func _on_alert_added(_severity: StringName, _text: String, _focus_tile: Vector2i) -> void:
play_sfx(&"ui_click")
func _on_clock_phase_changed(new_phase: StringName) -> void:
_apply_phase_to_music(new_phase)
func _on_weather_changed(weather: StringName) -> void:
var prev: StringName = _prev_weather
_prev_weather = weather
match weather:
&"rain", &"storm":
# Cancel any pending fade-out tween.
if _rain_tween != null and _rain_tween.is_valid():
_rain_tween.kill()
_rain_tween = null
_start_rain_loop()
# Thunder sting only on a direct transition into storm.
if weather == &"storm" and prev != &"storm":
play_sfx(&"thunder_sting")
_:
# WEATHER_CLEAR or WEATHER_COLD_SNAP — fade out rain loop.
_stop_rain_loop_fade()
func _on_wolf_spawned(wolves: Array) -> void:
if wolves.size() > 0:
play_sfx(&"raid_warning")
# ── rain ambient helpers ─────────────────────────────────────────────────────
func _start_rain_loop() -> void:
# Load the stream once and reuse across transitions.
var stream: AudioStream = _load_sfx(&"rain_ambient")
if stream == null:
return
if _rain_player.stream != stream:
_rain_player.stream = stream
if stream is AudioStreamOggVorbis:
stream.loop = true
_rain_player.volume_db = 0.0
if not _rain_player.playing:
_rain_player.play()
func _stop_rain_loop_fade() -> void:
if not _rain_player.playing:
return
# 0.5 s linear fade from current volume to SILENT_DB, then stop.
if _rain_tween != null and _rain_tween.is_valid():
_rain_tween.kill()
_rain_tween = create_tween()
_rain_tween.tween_property(_rain_player, "volume_db", SILENT_DB, 0.5)
_rain_tween.tween_callback(_rain_player.stop)